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Ok here is the third of the ongoing updates to my guides/tactica's. I could not edit the existing Kroot tactica so I have re-posted the updated version.
Kroot are one of the harder Tau units for the Tau player to get the best use from. The usual problem is that most players see the Kroot as the close combat arm of the Tau list. While this is true to a limited degree the strength of Kroot and their uses lay in their flexibility and ability to work in different roles other than solely in close combat.
The Kroot are one of the best units for distraction, influencing the opponents tactics and are one of the best deployment influencing units available in the 40K universe. Especially now the 5th edition has introduced deep strike and reserve to every standard mission and the new outflank rule offers some interesting deployment options.
Kroot also have point for point one of the best infantry weapons available in the Kroot rifle. The rifle has the same strength as a Marine Bolter, decent range and is a rapid fire weapon.
The only slight problem with the rifle is this rapid fire status, if you shoot with the rifle you cannot assault in the same turn, even if you have Kroot Hounds in the unit. Having a rapid fire weapon means you have to decide just which is going to do the most damage ‘shooting or assault’ because you cannot do both. If you use a pure Kroot squad it is usually best to shoot (from cover if possible), however a unit with Hounds is more open to the tactical flow of the game because it is equally effective in both the shooting and assault phase.
Also in my opinion the Kroot have the best combination of abilities for their points cost of any unit available in the game.
Cheap and versatile
Kroot can be structured to provide a multitude of different battlefield roles and they perform all these roles well. Kroot and all the related Kroot offshoots are ridiculously cheap. Even a Krootox equipped with a Kroot gun costs only 35 points.
The main problem with Kroot is newcomers tend to take them and send them into close combat where they promptly die horribly, usually because the player has no idea how to use the Kroot in an assault properly. Either this or they deploy them ineffectively (usually out of cover) and the unit gets shot to pieces.
Both these scenarios result in dismay and usually the Kroot sitting on a shelf unused.
To this end I thought a detailed guide to Kroot would help to stop this happening.
So to begin
Kroot went through some major changes under the new Tau codex. So I think it best to start by describing these new changes.
Force organisation changes
All the Kroot variants are now classed as troops/infantry. This is a major change and one of the few truly positive changes made in the new Tau codex.
This means Krootox are no longer a heavy support option and Kroot hounds no longer occupy a fast attack slot. This means that taking the Kroot offshoots no longer means sacrificing other units to take Kroot units in the heavy and fast attack slots.
The mobile hammer
Another interesting point raised by the change from heavy category to infantry is the fact that the Krootox can now be transported in a Devilfsih, this offers the ability to deploy some heavy hitting firepower to different parts of the field, especially objectives where the Krootox’s lack of armour save is not a problem (unless they get hit by a cover save negating weapon).
Remember the Kroot unit is the only troop unit in the Tau army that can take a support weapon in the shape of the Krootox.
Kroot no longer have the 'Eating the dead' rule. This makes for some quite major changes to how they can be deployed and used. Basically the Kroot can now sweeping advance in the same manner as other units if they are victorious in an assault.
Kroot hounds no longer have the pursuit rule. So no free attacks if an enemy is beaten in close combat, but this is a good change and makes for some major and positive changes to Kroot/Hound units. No longer do we have the situation where Kroot units are stuck out in the open after every successful assault, while the opponents beaten unit runs away to live another day. The Kroot can now pursue and destroy a defeated unit in the same way as other units.
The Infiltrate and the cover rules have stayed the same as per the old codex. However remember as per the old codex. If Krootox are taken the Kroot cannot infiltrate, however as has been alluded to earlier the Krootox can now be transported or deployed in reserve.
The cover rules allow for a +1 improvement to the Kroots cover save when deployed in jungle/wooded type terrain. It should be noted this cover save bonus does not apply to any other form of cover (so no improved cover saves in cityfight for instance).
The Kroot never have to roll difficult terrain tests while in jungle/woods. With this in mind always try to move to full effect in jungle /wooded terrain, but again this only applies in jungle/woods.
Another important benefit of the Kroot never rolling DT tests is that when they assault a unit that is in jungle/wooded terrain. the Kroot are not required to take a DT test and thus do not suffer the drop to initiative 1 that taking the test results in. This is incredibly important when you consider that a unit of Kroot with Hounds can now assault a unit at INT 5 (Hounds initiative value) and will be a real threat to any unit trying to hold a wooded/jungle objective.
5th edition rules changes and what it means for the Kroot
With the introduction of the 5th edition of 40K a few rules changes have seen some changes to the Kroot. The main change is to the Kroot rule for seeing out of wooded or jungle cover. Basically the Kroot are now treated the same as every other unit in 40K, if they can be seen they can be shot and they lose the ability to shoot through 12" of cover.
The other major rules change is that transports are now allowed to transport any infantry unit and yes this includes the Kroot. All the Kroot variants can now be carried in a Devilfish. This gives the Kroot the option to stay relatively safe in the Devilfish and also gives them mobility.
So the new rules and force organisation changes have lead to some interesting unit configurations in addition to the tried and tested unit uses.
Next I will detail these separately but before I do so I am going to discuss the Shaper.
A Shaper costs 4 times as much as a normal Kroot and for this you get +1 leadership, 2 extra attacks in assault and has two extra wounds than a standard Kroot. You also get the opportunity to purchase a 6+ armour save for 1 point per model.
So if you take a 10 strong Kroot unit, upgrade one to a Shaper and buy the armour save you will be paying 37pts extra. You are paying 37pts for 1 extra pt of leadership and an armour save that offers no save against most ranged weaponry and a pitiful 1 in 6 chance of saving a wound in assault (if it is not a power weapon attack etc).
The problem is the save is not much use because you will still be hitting behind most other units due to the rubbish standard initiative of normal Kroot even with a Shaper in your squad.
Now consider the fact that you could take 10 standard Kroot PLUS 5 Kroot Hounds for the same cost. With that unit you get superior assault capabilities (the Kroot Hounds superior initiative value), the same amount of firepower and superior casualty absorbtion. You basically have a unit that is useful in both attack phases. I see no reason to ever take a Shaper.
Another major problem with the Shaper is the fact that the new wound allocation rules really make the Shaper vulnerable. Essentially because the Shaper is a unique model (different stat line) it has to be allocated wounds (if an equal or greater number of wounds to the number in the Kroot unit are caused) for which it and it alone has to roll armour saves. The Shaper has the same toughness as a normal Kroot and that ultra effective 6+ armour save, so basically if the Shaper takes wounds it is going to die.
‘Anghor Prok’ the Master Shaper dude
He sounds good when you first look at his rules, however he does have some drawbacks.
The worst one is the fact that any Kroot unit joined by AP loses the infiltrate rule.
The second drawback is he costs 75pts.
Third he counts as one of the HQ choices.
The fact that you have to take AP as an HQ choice is not the most ideal of situations. You have to take a Battlesuit commander as a compulsory choice, which means taking AP leaves you with no choice but to take two HQ.
So considering your list already utilises one HQ then you have no choice but to lose some other part of your army to take AP. If you take two XV8 commanders (which many players do) then you have to lose one, seriously who would want to lose a commander to take AP?
Ok AP confers LDS10 on any KROOT unit he joins; yep this ability does not apply if he joins a Tau unit. You have to ask really why does a Kroot unit need LDS10? Paying 75pts for the LDS boost for a 70pt 10 man unit or a 140pts 20 man unit hardly seems an efficient use of 75pts.
The ability to allow any unit KROOT unit to re-roll failed to hit rolls in assault (yep again this ability only applies to Kroot units) seems good. However again the cost is very high for this ability when you consider that you can buy another full 10 man Kroot squad for the cost of Anghor prok. I would rather have the other unit and all its abilities (and the infiltrate rule) than a unit with the ability to re-roll hits in assault.
Another thing to remember is that for a Kroot unit to perform effectively in an assault it needs Hounds, so you are going to have an expensive unit for the limited bonus AP imparts (193pts with 6 Hounds and AP).
Last problem is just where do you find the points to pay for him. I know I would not lose any part of my list to pay for the few abilities he brings to the table.
The standard Kroot pillbox unit
The pillbox unit is usually taken as one of the following:
(1) a large 20-man squad.
(2) Multiple smaller (usually 10 Kroot strong) squads.
The large pillbox type unit is mainly used as a Fire Warrior or XV88 fire support and counter assault unit.
A large unit (usually 20 Kroot) is positioned in cover as near to the Fire warrior units as possible. They are used to deny lines of movement to the Fire Warrior units and to provide some quite effective fire support (40 shots at 12”). It needs to be remembered however that Kroot can no longer shoot through 12” of jungle/wooded cover; they use the same line of sight rules as any other unit.
The larger pillbox unit is also a nice unit to use to hold objectives. It will take 5 casualties to make the unit take moral tests and in cover the Kroot get saves (which is good for a unit with none as standard).
Remember that in wooded/jungle objectives they get +1 to any cover save, so in woods and jungles they get a nice 3+ invulnerable equivalent save. If you have a wooded or jungle type objective the Kroot are actually the best unit to stick on it because they get a superior save to Fire Warriors and also are better equipped if the objective is assaulted.
Some players also use smaller 10 man teams (usually 2) which have the benefit of denying the opponent more of the field, but also have the down side of less effective concentration of fire-power. The smaller squads also mean reduced casualty absorption.
The main use for smaller teams is infiltration because the smaller units are better suited to this role.
The Kroot unit can also be used as a counter charge unit to support any Fire Warrior units or XV88 units etc get caught by an assault. Obviously the Kroot cannot assault in the opponents assault phase but this is not the point.
The point is that the Kroot can add their attacks in the Tau players assault phase if the Fire Warriors are still in CC and with luck the Kroot and FW units will either beat the attacking unit or at least hurt it very badly.
Just having a unit of Kroot near another unit will often prevent opponents from assaulting.
If a unit has engaged a FW unit in close combat the additional counter attacks of the Kroot can be effective because the attacking unit has to split its attacks between two units. It is also usually possible to inflict enough wounds to force a moral test with at least one of the Tau units.
However Kroot should not unless absolutely necessary be used to directly initiate an assault unless accompanied by Kroot hounds.
Kroot lack the initiative and armour save to perform well in an assault instigation role and this should be avoided at all costs.
Kroot pillbox units are best left in cover as this means that any attacking unit will be attacking at INT1.
It is not a good idea to intercept units that are getting near other Tau units by directly assaulting them BEFORE they assault the other Tau unit. You should wait until the unit assaults the other unit and try to minimise the damage inflicted, this is the idea behind counter assault.
The Pillbox is and has been a tried and proven tactic and works very well with hybrid and static lists. However it is weak when used in conjunction with Mech type lists as the large 20 Kroot teams are vulnerable when trying to keep up with the Tau and obviously if the rest of the Tau army is moving the pillbox unit has nothing to protect.
The one overriding problem with the large Kroot unit is it is very hard to provide such a high number of models with the cover the Kroot MUST have to survive for any length of time. Even infiltrating is a dodgy prospect because unless a large piece of cover is available all you are doing is providing a large target closer to the opponent.
The Krootox heavy pill box unit
The new rules have allowed the strengthening of the pillbox tactic by allowing the inclusion of Krootox without the downside of losing a heavy support slot.
With their high strength long range Kroot gun, a couple of these in a reduced unit of 10 to 15 Kroot is a real danger to light armour and dreadnoughts. It should also be remembered that the Krootox is also a formidable opponent in close combat.
I have seen a deployment in action where two units of Kroot (10 strong) with 2 Krootox have set up on opposite flanks of the Tau deployment zone. The 4 high strength shots set up a quite nasty fire zone out to 48” where any transport or semi heavy walker type models were very vulnerable.
The units set up in cover (woods) and the 10 Kroot offer significant casualty absorption (10 wounds) with a 3+ invulnerable equivalent save.
Each unit cost 140pts and is a severe thorn in the side of any army with transports. It should also be noted that any unit getting within 12” of this unit would be hit by 40 shots at rapid fire range and 4 rapid-fire high strength shots from the Kroot gun.
The heavy pillbox unit with Krootox is quite a good cheap option for providing some additional heavy support to a static or hybrid list.
As mentioned earlier the Kroot and Krootox can now be transported in a Devilfish.
Up to 12 models can be transported in the Devilfish, this means 10 Kroot and 2 krootox can be transported around the field, lending their firepower to any situation it is needed.
If you have an objective you need securing simply drop this unit onto it and you have a unit that cannot only stop most infantry units (40 rapid fire Kroot rifle shots and 4 high strength shots) but can also hurt a lot of armour with the Krootox guns. Any armour up to and including AV13 is vulnerable to the Kroot gun. The Kroot gun is also rapid fire, which means it suffers no penalty for movement, so it can be dropped of into cover and still rapid fire.
The above unit configurations suffer from one particular weakness, template and flamer type weapons. These automatically hit and negate cover saves. This is a major weakness for the Kroot so deployment should be tailored to avoid these units when ever possible.
Lastly any of the guard role pillbox units suffer from a lack of tactical flexibility due to their role as protection to the other Tua units. Providing protection means they are effectively tied to a portion of the field.
The Infiltrating Kroot unit (or speed bump)
This configuration can take two forms.
(1) The standard infiltrating 10 man squad.
The standard form for an infiltrating Kroot unit is a 10 man Kroot unit. Usually two teams are deployed and, this is a very effective means of preventing infiltration by the opponent’s forces.
The small unit size means that often the optimum 12” infiltration distance can be achieved. The small unit still has enough fire-power and tolerable assault capabilities (if used in cover for the initiative bonus).
The units can also be used to deny sections of the board for movement of the opponent’s forces. Simply because a 70pt unit can really damage a larger much more expensive unit, and most opponents will want to avoid this.
However this configuration really lacks in instigated assault effectiveness and this is where the second configuration comes in.
(2) The 10 man Kroot unit with Kroot Hound support.
As discussed earlier the major change to Kroot Hounds in the recent Tau codex is the removal of the ‘Pursuit’ rule, enabling the Kroot and Hounds now perform exactly as any standard unit when they win an assault. They can now perform sweeping advances and run opponents down.
This change has radically affected how the Kroot perform in close combat.
A unit of 10 Kroot with 8 Kroot Hounds is now a quite daunting prospect in an assault for most standard assault or infantry units.
Obviously care should be taken to avoid such units as Genestealers, Eldar or dark Eldar units etc with initiative 6 or higher, as these will negate the Kroot Hounds initiative advantage, if possible shoot them instead.
A lesser known benefit of the Kroots infiltrate ability is the fact that they can stop units arriving from reserves; however it needs 12 man Kroot units to do this.
If the opponent has his army in reserve then he has to bring non flyer/deepstrike/outflanking models onto the board from his table edge; however we have another rule that is important,namely the rule that no unit can move through another.
So use the infiltrate rule to place the kroot units on the opponents board edge spaced at 1 inch intervals,in this way two 12 man units can cover the whole of the opponents board edge. No unit can arrive on the field because they cannot move through the Kroot, hence they cannot be deployed. Units that can deepstrike obviously are not affected and neither are units that utilise outflanking moves.
This is quite a specialised tactic for use only when the opponents whole army is in reserve (remember an infiltrating unit can only deploy within 18" of an enemy unit if on line of sight or 12" if not in LOS, so the tactic is impossible if units are on the table near the board edge.
The Kroot Hounds initiative
The average initiative of a basic infantry model is usually 4 and this applies to a lot of assault troops as well.
The higher initiative of a Kroot hound allied with its 2 basic attacks, good strength and weapon skill means that Kroot Hounds perform extremely well against standard units.
They are also ridiculously cheap which means an opponent with an expensive assault unit will usually think twice about attacking the Kroot (if he has any sense). Put quite simply any unit which attacks a unit of Kroot and hounds will take damage. Even if the attacking unit wins it will lose members and be less effective. Most assault units are expensive and losing two or three members can be expensive and will significantly affect the units performance.
This is a major strength of a Kroot unit with Kroot Hounds. If the opponent knows the Kroot Hounds abilities he will be loathe to engage them in an assault with an expensive assault unit or expensive HQ. This can be utilised to funnel units away from sections of the field, and when infiltrated to dictate the deployment of the opponents units or deny parts of the field.
This tactical benefit should not be underestimated and is a powerful tool if used correctly.
If the unit of Kroot and Hounds are deployed and moved judiciously they can perform extremely well in most assaults.
How to use the Kroot Hounds superior initiative
The Kroot Hounds should form the first line of models with the Kroot behind them at 2” coherence.
The Kroot Hounds go into base to base contact with the enemy unit with the Kroot behind them at 2“ and engaged. Usually this means the Kroot Hounds will attack first or simultaneously with the enemy unit due to their high initiative.
The opponent also has to move as many models in the attacked unit towards the Kroot in an attempt to get as many as possible into B2B or as close as possible. This means the opponent cannot hold any valuable models back and also means none of the Kroot unit’s attacks should be wasted.
If the Hounds attack first due to the better initiative any models killed will not get return attacks. This reduces the number of return wounds on the Kroot models. The enemy unit will then only get to make any attacks from any remaining engaged models.
Any casualties on the Kroot unit can be removed any where from within the Kroot unit, even from un-engaged models. After the Kroot Hounds have attacked we still have the 10 Kroot to hit with at least 20 attacks (30 if they charged). What needs to be remembered when removing casualties is you need to ensure at the least an even number of Kroot and Hounds are left, this is to ensure the Hounds initiative is used for sweeping advances.
This is the strength of the Kroot hounds they allow the unit to attack at different initiative steps thus denying the opponent attacks, but still allows the Kroot to remain quite safe. Plus after the assault phase is over the Kroot are still at a decent enough unit strength to contribute usefully with shooting attacks in further turns in the game.
Most units cannot stand up to the sheer amount of attacks the Kroot unit can generate especially with their good strength and weapon skill. So the opponents unit will usually lose the assault, and when they do the new improved sweeping advance rules really come into effect.
Kroot hounds Initiative advantages in assault resolution
If the Kroot player has played the assault sensibly he will have enough Kroot hounds left and the opponent has to test at -1 for every wound they lost the combat by.
If the enemy unit fails the test and falls back the sweeping advance move is performed using the Kroot Hounds higher initiative. This will usually mean a good chance of wiping out the beaten unit.
It is quite possible to beat even tough Marine/Necron/chaos type units etc on a regular bais with Kroot and Hounds in assaults. Even if passes it LDS test and stays in CC the Kroot unit can keep a unit engaged in an assault for 2 or 3 turns. This is a major bonus because it is denying the opponent the chance to use these units to attack the rare more expensive components of the Tau list.
Infiltrate and Kroot hounds
The Kroot hounds also have the infiltrate rule. A unit of 10 Kroot and 8 hounds can now make a really effective, quite scary anti infiltrator / anti assault countering unit.
They also make a very effective hunter squad, which can be used to infiltrate and hunt down annoying long-range fire support squads and even HQ squads. Even if they do not destroy these targets they can deny fire support for a few turns to allow the rest of the Tau list to re-deploy to more favourable positions.
The anti infiltrate units are in my opinion (and others) the best and most effective use for Kroot (either with or without Kroot hounds) and should form a part of any mobile list. They should even be considered for inclusion in static lists.
The ouflank rule is also a useful tool for the Kroot because it allows the Tau player to deploy the kroot unit in unexpected places. The only downside is the random element associated with it. I would tend to stick with standard infiltration.
Large Kroot units
The Kroot can be deployed in units up to 35 strong (20 Kroot, 12 Hounds and 3 Krootox). However in most cases the Krootox would not be taken, so 32 strong units are usually the maximum. Sounds attractive but let us look at the positives and negatives of this configuration.
(1) The unit puts out a huge amount of firepower and assault attacks
(2) Sizable wound absorbtion capacity (more relevant in assault)
(1) Almost impossible to utilise any cover
(2) Still susceptible to any shooting
(3) Massive target, not good news if facing any army with template or blast weapons
The main reason this unit is taken is for quite scary amount of offensive fire-power. The ability to hit a unit with 40 Bolter equivalent rapid fire shots or if you assault 36 initiative 5 decent strength, good WS attacks from the hounds added to 60 Kroot attacks will leave any unit in pieces.
The problem is keeping the unit in one piece long enough for its potential to be realised. The immense size of the unit means it will be next to impossible to utilise cover. We all know that Kroot have no armour save (even taking a 6+ is useless) and killing 9 of the unit is not that hard. However paying 6 points and adding a single hound to put your total numbers at 21 pays large dividends. This raises the number of wounds needed to cause a test to 6, and the number of casualties needed to break the squad also increases to 11 (thanks to Psybomb for the tip)
The problem with this is as soon as the unit takes 25% casualties the unit is in great danger of falling back, Kroot have no access to Bonding knives and their leadership is below average. Taking a Shaper only raises the LDS by 1 point and makes the unit even more expensive and taking Anghor prok has all the disadvantages I mentioned earlier with few advantages (Ok the re-roll is decent but in my opinion is still not worth the investment).
Losing a 70 point unit is no real hardship but losing a 212pt minimum unit does hurt a bit more.
Flamer units and blast weapons wreak havoc on a unit this size. The new targeting rules mean that as long as one model is in range the entire unit is open to taking wounds (page 24 BGB ) so even the majority of the unit being out of range or line of sight is no defence any more. The new scatter rules make it a lot easier to hit with scatter weapons and there are no mre partial hits, so every model covered is a potential casualty.
Infiltrating the unit to reduce the amount of time the unit is in the open before it reaches opponents units is the only viable way of keeping the unit in one piece (or at least reduce casualties). Outflank is a risk because of its random deployment nature, you could end up on totally the wrong side of the field. Reserves is Ok if but the problem of exposure while they plod on to the field and try to cover ground still applies.
To get full effectiveness from this unit you need to get it into a position to shoot or assault as quickly as possible (i/e infiltrate). Assault is needed because it prevents the unit being shot at (if the combat carries on for a few turns) and the units greatest damage infliction potential comes from the assault phase.
Another thing to remember is that with the full 20 Kroot and 12 Hound units is the fact that in an assault the majority initiative value is used for sweeping advances. You need to ensure that the Kroot and Hounds are at least even in number to use the superior initiative of the Hounds for the test. If you do not do this you can have a large unit of Kroot left flat footed and they will be prime vulnerable targets. Also by taking 12 Hounds you need to lose 8 Kroot to even the numbers out; this is a severe reduction in the units fire-power, which after all is one of the main reasons for taking it.
I really (and this is only my personnel opinion) do not like the bigger units; they are simply too unwieldy and hard to keep safe. It is nigh impossible to find enough cover to hide 32 models in and the unit does not have the speed to cover enough ground fast enough to avoid taking damage.
Even running is no good because the unit can neither shoot nor assault after running and you are running closer to the enemy units, where you are going to find any usable cover very hard to find (basically you are helping the opponent by moving a large hard to hide unit within range to be shot).
All in all the Kroot are a very effective cheap unit and should not be dismissed without a lot of thought.
Troops are very important in the new edition of 40K and the cheapness of the Kroot mean it is very easy to take multiple units of Kroot, a 10 man unit costs a mere 70pts. There are not many other armies that can take units as effective and as versatile as the Kroot for so little an investment.
The new rules have made them even more effective. Point for point they have superior shooting, assault and cover utilising capabilities over nearly any other unit in 40K. They also come with infiltrate as standard.
When you consider what you are getting for the points they are probably the best bargain in the 40K universe.
Use wise I would advise the 10 man units or the 10 Kroot and 8 Hound units. They offer the best balance of performance for cost. The 10 man units are easy to hide in cover and being smaller they can often infiltrate closer in relative safety. If you take the 10 man unit then they should be used primarily as shooting units.
The Kroot and hound units do need to be used more carefully. The unit is harder to hide effectively but the idea is to get this unit into an assault as fast as possible. That said the unit does have the same fire-power as the 10 Kroot unit and if cover is available it can make an ultra effective pill box unit because it has much better assault capabilities.
One of the best uses for the Kroot is as an anti infiltrator unit or as an anti deep strike unit. Having a unit close to vulnerable or attractive Tau units, which can shoot or assault the usually expensive deep striking unit can be a very effective deterrent. Anti infiltration is one of the best uses for kroot, simply placing a unit of Kroot within strike distance of an infiltrating unit can throw a real spanner in the plans of your opponent.
The main thing to remember with any Kroot unit is ‘do not leave them exposed’. Use the infiltrate or outflank rules whenever possible to reduce the amount of open ground needed to get the unit into attack range. Use cover whenever possible when moving and never deploy Kroot in the open unless absolutely necessary.
Kroot without Hounds should only instigate assaults if absolutely necessary, they should be seen as primarily as a shooting unit.
Consider the type of list you are going to use, if it is a stationary type list or has large stationary elements then you should be taking Kroot units primarily as a support and protection unit. Mobility is not as much of an issue and ranged fire-power should be the priority. Use the pillbox units and maybe even consider Krootox.
When deploying your forces consideration should be given to the best use of terrain to provide:
(a) The best cover protection for the Kroot
(b) The best deployment prospects for both the Kroot and the unit they are protecting. Will the protected unit benefit more from the cover than the Kroots protection for instance?
(c) Stationary lists always require more terrain than mobile lists, so thid needs factoring in when considering the amount of Kroot taken in the list. You should always consider just how much cover taking multiple pillbox units is going to require.
Just because a list is stationary does not mean the Kroot have to be used in the orthodox manner. Using infiltrate or a Devilfish to surprise an opponent can reap benefits. Also consider reserves, if you place units close to your board edge you can bring in Kroot units later in the game to respond or react to the opponent’s gameplay. This has the added benefit of keeping the Kroot units out of harms way until needed. The Positional relay and Pathfinders devilfish are very useful if using reserves.
When using the Kroot within a mobile list the main thing to be taking into account is can the Kroot keep up. Usually the best way to use the Kroot within mobile lists is to use smaller infiltrating or outflanking units to gain beneficial deployment positions.
Usually this takes the form of getting close to the opponent and providing harassment and distraction while the rest of the Tau forces are using their mobility to gain better tactical position.
Using Kroot as harassment units in conjunction with Stealth units works very well. By attacking on two fronts the opponent has no choice but to split his forces. This can also be used to disrupt any prepared tactics the opponent has tried to implement, for instance if he tried to infiltrate a unit the Kroot can infiltrate to intercept this unit.
If you take a Kroot unit as an assault unit then you need to consider the best deployment option to enable the unit to get into assault as quickly as possible,
Do not overlook transported enemy units, If your list is well equipped to pop transports look for any opportunities to deploy your Kroot to possibly intercept any passengers left in the open from destroyed Transports.
Remember also that assaulting many vehicles is also a viable option for Kroot, vehicles are hit on rear armour and the sheer amount of STR4 attacks a unit of Kroot and Hounds can hit with means a good possibility of destroying any AV10 rear armour vehicle.
Any contributions are welcome, and if I have made any errors or obvious omissions please feel free to let me know.
Last edited by Rikimaru; August 16th, 2009 at 16:23.
One thing you might want to mention on the 20-Kroot Pillbox is that paying 6 points and adding a single hound to put your total numbers at 21 pays large dividends. This raises the number of wounds needed to cause a test to 6, and the number of casualties needed to break the squad also increases to 11.
I fight for the Greater Good. Too bad for you it's MY Greater Good.
Snow Forces of T'olku W/L/D : 3-4-2... I like to think I'm learning, though.
By the way if you see anything in my tactica that you can use for your tactica (mainly for the ATT post) please feel free to use it.
Thanks for the update Riki. I was running 10 kroot and 4 kroot hounds, but I will try out 8 kroot hounds in my next game. Only one mistake I noticed was in the second paragraph of 'The standard Kroot pillbox unit', it should be 40 shots at rapid fire range.
P.S. Got to spread the love before I can rep you.
Two droids walk into a bar. The bartender says "Hey, we don't serve your kind here.", so they leave.
I've typed up a few things and keep deleting them so I'll try to say what I was without going on so much...
Is the Shaper a complete Dud now?
Big squads v. small?
(I'm leaning towards running 2x 10kroot 6hound squads and 1x 12kroot 2-3krootox w/shaper).
and has anyone seen the stat-line for the Dark Eldar warpbeast? Wow they have to be upset..nearly same statline as Kroot Hounds for double the points, what a deal!!
I hope the shaper still has a place, although he is grossly overpriced. I figure he might be worthwhile in a Shooty Kroot squad because the CC ones will probably either do fine or get beaten to the point where it won't matter.
And liked the tactica!
A Shaper seems to be worthwhile, but only if you are forming the squad to fight in melee combat. If you expect to pillbox, then the extra attacks won't apply and the wounds/leadership do less.
I fight for the Greater Good. Too bad for you it's MY Greater Good.
Snow Forces of T'olku W/L/D : 3-4-2... I like to think I'm learning, though.
so when going for shooting go for extra shots and extra wounds w/additional kroot instead of a shaper.
That does make sense. My feeling was that shooty squads would normally be testing at normal leadership so a shaper would be helpful there, but I could see how it would be useful in a CC squad.
The small ten man units are so cheap that as long as they get a few rounds of shooting in and possibly an assault (to finish or hold a unit) then they have done their job. Adding a Shaper only ups the cost for no real benefit.
A unit of Kroot shooting at a unit will usually shift the opponents focus onto that unit (distraction) and this can be used to influence the opponents tactics. I for instance usually try to infiltrate close to units the opponent will as a rule keep back in his lines (Devis for instance) and harass them, this means the opponent has to expend resources to deal with them. It is an effective tactic and even if the Kroot die they will usually have made a significant contribution to the game. Killing is not always the only thing to judge a unit’s effectiveness on.
I would not even take a Shaper in the maximum sized unit. I would rather have the 10 extra Kroot that you can get for the cost of the Shaper. Having the extra unit is to my kind far more valuable than re-rolls to hit in assault, you may never even get into an assault anyway but you know that the extra Kroot unit is going to do something worthwhile.